Please feel free to give me your thoughts on anything in the game, whether it's bugs, balance or suggestions, so I can refine it into something really fun.The Zoom key has been renamed to indicate it is used to drop stuff. Be sure to bind a key to it.

Happy Time Circus 2 - Replaces the custom weapons and ammo with DRLA ones, and modifies enemy attacks to use DRLA damage types. Requires modifying circus2.wad to not have KEYCONF. Incompatible with DRPG. Has issues with clown keys I wasn't able to solve, sorry.Compat patch for Monkeybtm6's Nameless RPG Mod, provided by Tanksy.

-= LATEST NEWS =-

20/10/15Mixed up the main page a bit, moved the changelogs to seperate files to get around the 60K character limit.

-= KNOWN ISSUES =-

Only the ZDoom Fullscreen HUD is available, sorry.The WSTE-M5 Shotguns cannot be modded when dual-wielded because of weirdness.Occaisonally when dropping a modded weapon or removing a mod from a weapon, it simply does not work. No idea why.

-= DESCRIPTION =-

This mod modifies just about all items in the game, and adds new player classes. Monsters are unaffected, but monster projectiles are.This mod was inspired by the fantastic Doom Roguelike made by Kornel Kisielewicz. While playing DoomRL, I felt that some of the mechanics used in it could be brought over and incorporated into Doom, and started brainstorming for months on exactly how to go about it using what I know of Zdoom DECORATE coding. The end result is great for blasting through a megawad with a friend, supporting each other with each classes unique abilities and having something to work towards past just finding the BFG9000. Almost all the glorious weaponry from DoomRL makes an appearance here. I hope you enjoy this mod as much as I have enjoyed making it.

If you enjoyed this mod, and you've played roguelikes before, or are interested in trying one, head over to the DoomRL site and try it out for yourself. Easily one of the easiest RLs to get into, but by no means the easiest to win!

Some screenshots...DoomRL Arsenal features such things as...

-= NEW WEAPON SYSTEM! =-

In addition to standard Doom weapons, new weapons of various rarities appear throughout the game. Find a minigun or a missile launcher and deliver some major damage! Find a unique weapon, and you'll be grinning as you paste demons across the walls! The higher class of weapon spawn, the higher chance of exotic or unique weaponry.

You'll have to make some hard choices, though, as you can only carry 6 weapons at any time. Advanced functions will tell you what keys you need to press, but the Zoom key (which has been renamed to Drop Item.) functions as a Drop key instead of a, well, zoom key. Drop DRLA specific items with it, so you can be sure to carry only what you want with you. Press Zoom twice to drop a weapon, as a precaution against accidentally dropping a valuable weapon. Holding Reload will pick up most low-tier weapons for ammo immediately, rather than doing nothing or being added to your inventory. Use that to pull ammo from say, a Plasma Rifle that you don't have room for and aren't automatically picking up.I'd like to thank Wildweasel for his ww-magop.wad and it's weapon mechanic, which I based this system off of.

Most weapons that appear in this mod are based off the DoomRL weapons, but are not perfect reproductions. In fact, some weapons are entirely different altogether! Weapons also now have magazines, requiring reloading, and may also be slower or less accurate than standard Doom weapons. Don't worry, because there's more to weapons than just firing them!

-= NEW ARMOR AND BOOTS SYSTEM! =-

Instead of the normal Doom armor mechanics, it's been revamped to a whole new level of awesome. You can carry multiple sets of armor or boots in your inventory at a time, in addition to any you are currently wearing, and you can drop and change any of these at any moment! Bear in mind that due to code limitations, any non-indestructible armors you stop wearing will be destroyed.To unequip a currently worn armor or set of boots, there are two commands at the bottom of the keybinds list. Bind a key to them.Simply press the appropriate key twice to remove your currently worn armor or boots.

Did I mention there's tons of new armors ingame for you to find? Boots too. Exotics and assemblies and uniques and more! Unfortunately, also due to limitations, you cannot mod boots at all, and can only mod armors with an Onyx modpack or an Armor Modpack, so any assemblies you find will be premade in levels. These new armors protection against different types of damage too, so wear the ones you think are best for the moment! A Plasma Shield won't help you in a room full of Imps!99% of the armors and boots you see here were made by the super talented SoloSpaghetti, who is the glorious Blacksmith of DoomRL Arsenal. He's amazing, and wherever is he is now, let's hope he's doing well for himself.

-= ARMOR SPECIALS! =-

Some armors come with an inbuilt special ability you can activate! Some will require ammo, some require a set bonus, some have cooldowns, all are pretty damn awesome, and will serve you well!You'll need to bind a key to the Armor Special command to use these.

-= SET BONUSES! =-

Some of the items in the game now form sets with other items! If you collect and wield all the pieces, you can expect an amazing bonus to be applied to you, from powering up certain weapons, to giving you strange defensive abilities! Due to the nature of the game, it'd be almost impossible to get both pieces of a set, so opening supply crates actually has a decent chance of having the other missing part of your set in it!

-= SKULLS! =-

Skulls are dangerous demonic artifacts that can be used to turn the tide of battle in your favour! Using one will detonate all nearby corpses, using them as fuel for their special ability, whatever it may be.

-= PHASE DEVICES! =-

Phase Devices can be used to teleport around the map, or out of danger! Normal Phase Devices teleport you to the start of a map, Homing Phase Devices teleport you to another player, Recall Phase Devices allow you to mark a spot and teleport to it later!

-= BACKPACKS! =-

Special rare backpacks can be found to further increase your ammo supply! These have various effects, including allowing you to specialise in an ammo type! You can only wear one backpack at a time, but you can swap to another at any point.

-= MODPACKS! =-

Probably the most important mechanic in the mod, Modpacks allow you to modify your current weapon according to their type, with each normal or exotic weapon able to hold 4 modifications. Superior weapons can hold 2 modpacks. A unique or legendary weapon can only have a single mod applied to it, so choose wisely. Demonic weapons can hold both a single modpack, as well as up to three of demonic artifacts! The effect of a modpack differs depending on the type of weapon it is, so it won't always do exactly the same thing on every weapon. You carry modpacks as inventory items, and you can carry up to 4 at any time, while the Technician player class can carry 8. Modpacks can be found anywhere you can find a Blursphere, or randomly replacing large ammo boxes. Exotic modpacks are extremely rare, so be happy when you find one.

When using a modpack, the first use selects the modpack for use. When selected, pressing Zoom will drop it, and using it again will apply it to your currently selected weapon, and switching to a different weapon will cancel.Thanks to HellCattX for his awesome ammopile, which I used as a base for the modpacks.

STANDARD MODPACKS

Agility Mod Pack

Increases hitscan accuracy by .5 (For those unfamiliar, the Pistol has a spread of 5.6 horizontal, 0 vertical, this will reduce it to 5.1, 0)Increases projectile speed on projectile-firing weapons

Increases accuracy on multi-projectile weapons[/list]

Bulk Mod Pack

Increases clip size by 30% or at least 1Increases pellet count on single shot multi-projectile weaponsIncreases impact damage on single shot projectilesIncreases damage on melee weapons

Increases firerate on rapidfire weapons and pistolsIncreases AOE radius on explosivesIncreases number of BFG raysIncreases knockback and gives increases close combat damage to shotguns

Nano Mod Pack

Gun makes 1 ammo per half a second while held, cannot be reloaded manually

Onyx Mod Pack

Makes your currently worn armor indestructible

Armor Mod Pack

Allows you to change armor from one color to another. Change security armor to commando armor, for instance. Works with all three color armors.

There are even secrets to the exotic modpacks that few know of...

-= ASSEMBLIES =-

By applying a specific combination of modpacks to a standard or exotic weapon, you can assemble an entirely new weapon! Put two Bulk mods onto a Chaingun to make the Gatling Gun! The list of assemblies is quite large, and ranges from simple two mod assemblies, all the way to Master level 4 mod assemblies, even incorporating super rare exotic mods into the construction! Try and figure out those combinations on your own, or just crack under the pressure and consult the DoomRL Wiki. Although that'll only have the original assembly recipes, hehehe...

When you apply the last modpack in a correct combination, it will ask you if you want to assemble it with the Fire button, or cancel with Altfire. An assembly is not always an upgrade, so sometimes you may not want to assemble something. You can put mods on any way you like, there is no specific order to combinations, simply having the correct mods and no others will cause the game to prompt you whether you want to assemble the gun or not.

Here is an example of weapon modding and assembly.

Spoiler:

Here we have a happy little Demolitionist and his Rocket Launcher, along with some modpacks...

Applying two Technical Modpacks to the Rocket Launcher...

Given the right combination for an assembly, the game asks for confirmation...

You have created the Micro Launcher! While it has a smaller payload, the reload time is extremely quick.I only used two mods to assemble that gun, so it can have two more applied to it.

-= CLASSES =-

Five different classes are available in the mod, three being DoomRL classes, and two being entirely new. Each of the classes starts with a powerful Master trait that affects how they play, as well as their own special passive stats.

Class: MarineTrait: AmmochainEffect: Rapidfire weaponry only consumes 1 ammo per 4 shots, or 1 ammo per burst, depending on the weapon.Passive: Powerups last 50% longer.Items: Starts with a Chaingun.

Class: TechnicianTrait: ScavengerEffect: Can turn exotic rarity or higher weapons into modpacks. Can also remove a mod from weapons that have been modded, but destroys the weapon.Passive: Computer maps function as tracking maps. Can carry up to 8 modpacks instead of 4. Starts with all Standard assemblies shown. Has various bonuses to mechanically related things.Items: Starts with a random Basic Assembly, and a random modpack.

Class: RenegadeTrait: ShellshockEffect: Shoots an extra 50% more pellets, rounded up, with any attack that fires more than one shot in non-fixed pattern.Passive: Can switch weapons instantly. Armor has 50% more protection, up to a max of 80%.

DRLA is filled to the brim with information to help you get the edge over your enemies! You have three sets of HUD popups, one dedicated to showing you your learnt assemblies, one to showing weapon and mod information, and the other displays armor, boot and class information. You'll need to bind keys to both of those HUD popups, and to a seperate key to change pages in them.

The first two pages of the Armor/Class Hud show the stats of your currently worn armor and boots, and the stats of an activated armor or boots, respectively. Simply activate an armor or boots to show their stats on the second armor page.

THIS RELEASE IS HEAVILY WIP! Currently has all normal enemies replaced, with fixed offsets (Thanks to Revenant100), custom blood colors, some new behaviours and tricks. Some enemies are identical gameplay-wise, others like Revenants change their attack style on low health. The fixed offsets have also been applied to the custom monsters within, so they don't look silly rotated when compared to the fixed vanilla sprites.

The Monsterpack can be run by itself, or with custom weapon sets. It hasn't been really tested, but it should work alright.

Technophobia and Armageddon do not have a full roster of enemies, so others will replace the missing ones. Still super fun though.ARMAGEDDON IS DESIGNED TO KICK YOUR ASS, BEWARE.

And of course, finishing the game will give you my custom CastCall, which will show all the enemies currently ingame.

A special converted version of Monsterpack Beta 6.2 is available that provides compatibility with Lithium! Marrub kindly went ahead and got it all working for anyone who wants to use them alongside Lithium. When the heat death of the universe occurs Beta 7 gets released, that version will be automatically compatible with Lithium.Go here for Lithium!

Last edited by Yholl on Mon Apr 30, 2018 8:17 am, edited 148 times in total.

wildweasel wrote:The forum software limits you to a maximum number of spoilers per post, because a few people decided to abuse them horribly. I recommend trying to consolidate them into fewer spoiler headings.

Heh, I thought that might have been the case. Thanks for the super fast help with that.

justin_see wrote:I like that title graphic up there. Did you create that yourself, Yholl?

No, that's the DoomRL title graphic from the main site, I figured it would grab more attention than just plain colored text.

This looks really interesting. DoomRL is easily my favourite Doom spin off game and one of my favourite roguelikes. Being able to play some of those aspects out in the original game sounds too cool. Maybe this could become "the thinking man's Brutal Doom"!

dljosef wrote:So far, the weapon modding aspect is very interesting, although the marine class is a godsend for slaughtermaps if you get a good weapon, especially the jackhammer.

You should've seen how OP the Scout was back when I thought hitscan damage had the same randomization as projectiles...

dljosef wrote:Also, the Mysterious Magnum is a very odd weapon...though it's hilarious when I get it to shoot BFG shots.

Heh, the gun is so awesome and so dangerous to your health sometimes. I hope to come up with new uniques on the same level of crazy as that.

dljosef wrote:Edit: Will there be any more uniques for the next version? I'm looking forward to more things such as the Trigun pistol.

Depends. If I manage to get it working well, Charch's Null Pointer may be in the next version, along with the Plasma Shotgun and Napalm Launcher. As for the other uniques, I wouldn't expect stuff like that anytime soon, I'm certainly not a sprite artist, so something like that I'd need someone's help with.

Average wrote:This looks really interesting. DoomRL is easily my favourite Doom spin off game and one of my favourite roguelikes. Being able to play some of those aspects out in the original game sounds too cool. Maybe this could become "the thinking man's Brutal Doom"!

Hahahaha, "the thinking man's Brutal Doom" makes me think the game's goal is "How do I assemble the Biggest F***ing Gun again?" I hope you enjoy the mod.

Love it, except for one discrepancy i can see; the normal shotgun in doom RL is a break action single barrel. the sprites are floating around. functionally speaking as well, the reload is too quick. Otherwise, this freaking mod is sweet!

edit: forgot one thing, it would be nice if you had to press use to pick up weapons. i had full slots on the halls and was about to pick up the double shotgun when i automatically stripped it for ammo

Out of all the shotgun weapons, I found the elephant gun to be the useless one. However, I also found that the nanotech modpack doesn't work on unique weapons. (By the way, the ripper drains health from enemies, not that I mind.)

I registered just to say: Awesome work! I absolutely love DoomRL, and toying with some of its weapons in Doom is just great! Bringing the mod to a full and somewhat balanced"DoomRL, the FPS" would be THE next big thing after Brütal Doom, but I can't imagine the amount of work it would require...

I played only 30 minutes in Ep1 Ultra Violence, but I got the feeling that the game could be more punishing. Like, less ammunition and more dangerous monsters (hit harder maybe?). That would provide a bit more DoomRLesque experience.

doomer1 wrote:Love it, except for one discrepancy i can see; the normal shotgun in doom RL is a break action single barrel. the sprites are floating around. functionally speaking as well, the reload is too quick. Otherwise, this freaking mod is sweet!

Really? Are you sure the DoomRL Shotgun is not in fact, the Doom Shotgun? Weird. Anyway, yeah, the standard shotgun is quite ludicrous in this mod, as it is the only weapon to not be nerfed in anyway, and mod packs power it up waaaay more than normal weapons. Thanks for the appreciation!

doomer1 wrote:edit: forgot one thing, it would be nice if you had to press use to pick up weapons. i had full slots on the halls and was about to pick up the double shotgun when i automatically stripped it for ammo

If you have full weapons, then weapons Chaingun and below will automatically get used as an ammo pickup. Rocket Launchers and up cannot be used as ammo unless you have one. If I switched it to needing to press use to pickup weapons, it would become a lot harder, a lot more tedious(dropped shotguns and chainguns) and would even break some maps, like ones that give you guns through a voodoo doll and stuff.

dljosef wrote:Out of all the shotgun weapons, I found the elephant gun to be the useless one.

Heh, I guess so. I still really like it though. Maybe I should increase the knockback much more, or up the accuracy...

dljosef wrote:However, I also found that the nanotech modpack doesn't work on unique weapons.

Hehehehe. You weren't paying very close attention, were you? I'm assuming you put that nano mod onto either the Railgun or the BFG10K.

Yholl wrote:There are even secrets to the exotic modpacks that few know of...

dljosef wrote:(By the way, the ripper drains health from enemies, not that I mind.)

Yup. I think I'll go edit the main post with this information, but this is not a perfect reproduction of DoomRL weaponry, many, many things have been changed, some minor, some really major. So yeah, health-draining Ripper.